Posts

Post Alpha High

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  Post Alpha High What a ride!       Buckle up- this is a long post.      We just got to host the first, limited Alpha test of Sky Pirates!  There was laughter, there were tears, and at least 22 pirates plummeted into the endless expanse of sky. In a nutshell, everything we could have hoped for.      My name is Russ, the other ‘R’ in RxR, who quietly lurks in the Discord server. But as the guy who’s written 85% of the code, I’ve taken some time to create a retrospective and share my thoughts about what worked, what didn’t, and where we’re planning to go from here. This feels especially fitting as we come to the end of the year and stare down the prospect of re-entering the workforce.  But more on that later. For now… *Bill Murray did not agree to endorse this project We literally couldn’t test some of these things without your help- and you guys showed up! Over the two sessions we held we had 16 people join up- and more th...

Steady as she goes

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  Not ours, but I love the style! Ahoy all you captains, battle masters, and Bnav Ults!   x      Our next part of Sky Pirates is focusing on the actual ship's movement in the world! We still wanted to keep the puzzle and planning aspect, but also wanted to speed up play a bit as well as give the ships more freedom of movement.       No more will you be locked into lanes! Now you will be able to move your ships as you see fit. This will be controlled in a new Navigation system, similar to the old Bnav, but both simplified and expanded. Our little test board! The style we're shooting for might actually make a nice board game later!      For our initial release, before we expand into open-world exploration, ships will leave port and immediately enter a grid. The player on the captain station will be given a selection of movement cards to place in the ships movement slots. Each ship type will have a different selection of move...

Stormy Weather

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  Ahoy all you sky pirates! First a bit of bad news: we have yet to secure a publisher. The last one, the one we made the video for, we only ended up in 170th place. In all honesty, there were some excellent videos out there, even with my own personal bias. Still, it’s a mark of progression, and it helped push us to make a better island, update the characters, and confront some items that make the project seem less ‘polished’ from the outside.        If you still haven`t seen it, check it on the Steam page:      Sky Pirates: Plunder & Puzzles What this means for Sky Pirates: Puzzles & Plunder is that we'll have to find other sources of funding, aka regular jobs. This will impact our ability to work on the game. We still have funding through December, but we’ve also been trying to get jobs since the beginning of the month, and it is ROUGH out there.  So to keep our sanity through rejections and ghostings (and so much spam), ...

Pushing for a Publisher!

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  Ahoy all you Sky Pirates!      After PAX we barely had a chance to breathe before our next dive into a new push. This time we wanted to get to a point where we can really show off to publishers. We are looking down the barrel of having to get real jobs, so this has become an important focus for us. The best news is that because many publishers want a playable ‘slice’ of a game, we’re aiming to make a demo for everyone to try!     But before that we had a challenge- to make two videos showing off the game and crammed with as much enticing footage as we can get. So I spent a lot of time making a new island and town, as Russ put together the animations and gathered the action footage of games and ship combat. Unfortunately, I wasn’t able to get our better character models together in time so we used some placeholder ones, but it gets idea across for now. I`m finishing up the characters and we`re going to make a new trailer- hopefully by the end of the w...